Any chance of LoG 1 maps being able to port over?

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lowena
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Re: Any chance of LoG 1 maps being able to port over?

Post by lowena » Sat Oct 18, 2014 2:59 am

thomson wrote:How about writing this in a portable way? How about C++? Okay, it's maybe not the best language for text processing, but it's very portable. And can be later extended into other fancy stuff.

I have an early prototype that can convert parts of dungeon.lua from LoG1 to LoG2 format. It's not much, but you can at least load bare dungeon walls.
Anyone interested in joining forces on this one? Send me PM if you are. My terms are simple: C++, code is open source, hosted on github.
I'd love to help, but there are two problems:

1) I'm not sure if I'm a good enough programmer to be able to do anything
2) I know nothing about cross-platform programming. :/

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JohnWordsworth
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Re: Any chance of LoG 1 maps being able to port over?

Post by JohnWordsworth » Sat Oct 18, 2014 3:05 am

Just out of interest - why not just code it in Lua? I mean, there is a bit of faff in that the user needs the lua binary to run it, but it would run on Windows, OSX, Linux.

I've not put much thought in, but setting up a Lua script with the methods you see in LoG1 (defineObject, defineMaterial, spawn(), etc) that do some magic on the parameters and spit out new code saves you from doing any text parsing or painful stuff like that!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.

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lowena
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Re: Any chance of LoG 1 maps being able to port over?

Post by lowena » Sat Oct 18, 2014 3:23 am

Lua would work, but usually most people don't want to bother with installing Lua to be able to use the script. Too bad LoG2 isn't like Hack 'n' Slash where you have wider access to Lua and could probably run such a script within the game. x)

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Rubilax
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Re: Any chance of LoG 1 maps being able to port over?

Post by Rubilax » Sat Oct 18, 2014 7:32 am

Okay, so another question here. Would it be a waste of time to begin manually porting the maps over instead of waiting for a program to do this more effectively for me? I've already drafted out extra bits to my dungeon that I wanted when I realized LoG 2 would have outdoors areas, so I'm not sure if I should continue or take advantage of whatever comes out.

In the end I'm just looking to take what I have from my dungeon and tack extra areas onto it, and maybe tweak up some areas with the new mechanics, in short.

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SnowyOwl47
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Re: Any chance of LoG 1 maps being able to port over?

Post by SnowyOwl47 » Sat Oct 18, 2014 7:38 am

From Looking at the Dungeon Editor scripts as in Dungeon.lua in Legend of Grimrock 2 it will be pretty easy to port over the Dungeon.lua but everything else will be something complicated...

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lowena
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Re: Any chance of LoG 1 maps being able to port over?

Post by lowena » Sat Oct 18, 2014 8:08 am

SnowyOwl47 wrote:From Looking at the Dungeon Editor scripts as in Dungeon.lua in Legend of Grimrock 2 it will be pretty easy to port over the Dungeon.lua but everything else will be something complicated...
Yeah, I have no idea about assets. I'd think animations, models, textures and such wouldn't have to be changed, but I have no idea.

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